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Core/Spells: Fix more spells that make damage from percent of health

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1 parent 3a5e3e7 commit dfc92ef59e83352e988cb69f3c0c89afa80ec436 @tobmaps tobmaps committed Jun 10, 2011
Showing with 5 additions and 2 deletions.
  1. +3 −0 src/server/game/Spells/SpellEffects.cpp
  2. +2 −2 src/server/game/Spells/SpellMgr.cpp
@@ -424,6 +424,9 @@ void Spell::SpellDamageSchoolDmg(SpellEffIndex effIndex)
damage = unitTarget->CountPctFromMaxHealth(50);
break;
}
+ case 29142: // Eyesore Blaster
+ case 35139: // Throw Boom's Doom
+ case 55269: // Deathly Stare
case 56578: // Rapid-Fire Harpoon
case 62775: // Tympanic Tantrum
{
@@ -4021,7 +4021,7 @@ void SpellMgr::LoadSpellCustomAttr()
case 63024: // Gravity Bomb
case 64234: // Gravity Bomb (25m)
spellInfo->MaxAffectedTargets = 1;
- count++;
+ ++count;
break;
case 62834: // Boom
// This hack is here because we suspect our implementation of spell effect execution on targets
@@ -4251,7 +4251,7 @@ void SpellMgr::LoadEnchantCustomAttr()
if (!ench)
continue;
mEnchantCustomAttr[enchId] = true;
- count++;
+ ++count;
break;
}
}

3 comments on commit dfc92ef

@Warpten
Member

There's another count++; left I think.

@rescript

why? code monkey?

@Informpro

++count is faster

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